mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-22 10:49:02 +00:00
237 lines
7.0 KiB
C
237 lines
7.0 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gl_common.h"
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void gl_ff_vertex(const void *data)
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{
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#ifndef NO_GL_FF_VERTEX
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const struct gl_coords *coords = (const struct gl_coords*)data;
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/* Fall back to fixed function-style if needed and possible. */
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColorPointer(4, GL_FLOAT, 0, coords->color);
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glEnableClientState(GL_COLOR_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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}
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void gl_ff_matrix(const void *data)
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{
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#ifndef NO_GL_FF_MATRIX
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const math_matrix_4x4 *mat = (const math_matrix_4x4*)data;
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/* Fall back to fixed function-style if needed and possible. */
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->data);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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#endif
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}
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void gl_load_texture_data(GLuint id,
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enum gfx_wrap_type wrap_type,
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enum texture_filter_type filter_type,
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unsigned alignment,
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unsigned width, unsigned height,
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const void *frame, unsigned base_size)
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{
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GLint mag_filter, min_filter;
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bool want_mipmap = false;
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bool rgb32 = (base_size == (sizeof(uint32_t)));
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driver_t *driver = driver_get_ptr();
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GLenum wrap = gl_wrap_type_to_enum(wrap_type);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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switch (filter_type)
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{
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case TEXTURE_FILTER_MIPMAP_LINEAR:
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min_filter = GL_LINEAR_MIPMAP_NEAREST;
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mag_filter = GL_LINEAR;
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#ifndef HAVE_PSGL
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want_mipmap = true;
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#endif
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break;
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case TEXTURE_FILTER_MIPMAP_NEAREST:
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min_filter = GL_NEAREST_MIPMAP_NEAREST;
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mag_filter = GL_NEAREST;
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#ifndef HAVE_PSGL
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want_mipmap = true;
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#endif
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break;
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case TEXTURE_FILTER_NEAREST:
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min_filter = GL_NEAREST;
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mag_filter = GL_NEAREST;
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break;
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case TEXTURE_FILTER_LINEAR:
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default:
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min_filter = GL_LINEAR;
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mag_filter = GL_LINEAR;
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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#ifndef HAVE_PSGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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#endif
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glTexImage2D(GL_TEXTURE_2D,
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0,
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(driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
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width, height, 0,
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(driver->gfx_use_rgba || !rgb32) ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
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(rgb32) ? RARCH_GL_FORMAT32 : GL_UNSIGNED_SHORT_4_4_4_4, frame);
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if (want_mipmap)
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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bool gl_load_luts(const struct video_shader *shader,
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GLuint *textures_lut)
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{
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unsigned i;
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unsigned num_luts = min(shader->luts, GFX_MAX_TEXTURES);
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if (!shader->luts)
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return true;
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glGenTextures(num_luts, textures_lut);
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for (i = 0; i < num_luts; i++)
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{
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struct texture_image img = {0};
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enum texture_filter_type filter_type = TEXTURE_FILTER_LINEAR;
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RARCH_LOG("Loading texture image from: \"%s\" ...\n",
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shader->lut[i].path);
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if (!texture_image_load(&img, shader->lut[i].path))
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{
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RARCH_ERR("Failed to load texture image from: \"%s\"\n",
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shader->lut[i].path);
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return false;
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}
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if (shader->lut[i].filter == RARCH_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_NEAREST;
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if (shader->lut[i].mipmap)
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{
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if (filter_type == TEXTURE_FILTER_NEAREST)
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filter_type = TEXTURE_FILTER_MIPMAP_NEAREST;
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else
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filter_type = TEXTURE_FILTER_MIPMAP_LINEAR;
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}
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gl_load_texture_data(textures_lut[i],
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shader->lut[i].wrap,
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filter_type, 4,
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img.width, img.height,
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img.pixels, sizeof(uint32_t));
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texture_image_free(&img);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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static INLINE bool realloc_checked(void **ptr, size_t size)
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{
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void *nptr;
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if (*ptr)
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nptr = realloc(*ptr, size);
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else
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nptr = malloc(size);
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if (nptr)
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*ptr = nptr;
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return *ptr == nptr;
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}
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bool gl_coord_array_add(gl_coord_array_t *ca, const gl_coords_t *coords, unsigned count)
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{
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bool success = false;
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count = min(count, coords->vertices);
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if (ca->coords.vertices + count >= ca->allocated)
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{
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unsigned alloc_size = next_pow2(ca->coords.vertices + count);
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size_t base_size = sizeof(GLfloat) * alloc_size;
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bool vert_ok = realloc_checked((void**)&ca->coords.vertex, 2 * base_size);
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bool color_ok = realloc_checked((void**)&ca->coords.color, 4 * base_size);
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bool tex_ok = realloc_checked((void**)&ca->coords.tex_coord, 2 * base_size);
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bool lut_ok = realloc_checked((void**)&ca->coords.lut_tex_coord, 2 * base_size);
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if (vert_ok && color_ok && tex_ok && lut_ok)
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{
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ca->allocated = alloc_size;
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success = true;
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}
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}
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else
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success = true;
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if (success)
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{
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size_t base_size = coords->vertices * sizeof(GLfloat);
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size_t offset = ca->coords.vertices;
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/* XXX: i wish we used interlaced arrays so we could call memcpy only once */
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memcpy(ca->coords.vertex + offset * 2, coords->vertex, base_size * 2);
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memcpy(ca->coords.color + offset * 4, coords->color, base_size * 4);
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memcpy(ca->coords.tex_coord + offset * 2, coords->tex_coord, base_size * 2);
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memcpy(ca->coords.lut_tex_coord + offset * 2, coords->lut_tex_coord, base_size * 2);
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ca->coords.vertices += count;
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}
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else
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RARCH_WARN("Allocation failed.");
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return success;
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}
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void gl_coord_array_free(gl_coord_array_t *ca)
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{
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if (!ca->allocated)
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return;
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free(ca->coords.vertex);
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free(ca->coords.color);
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free(ca->coords.tex_coord);
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free(ca->coords.lut_tex_coord);
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ca->coords.vertex = NULL;
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ca->coords.color = NULL;
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ca->coords.tex_coord = NULL;
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ca->coords.lut_tex_coord = NULL;
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ca->coords.vertices = 0;
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ca->allocated = 0;
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}
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